By Alexandru C. Telea
Designing an entire visualization method includes many sophisticated judgements. while designing a posh, real-world visualization method, such judgements contain many sorts of constraints, reminiscent of functionality, platform (in)dependence, on hand programming languages and types, user-interface toolkits, input/output info layout constraints, integration with third-party code, and extra.
Focusing on these innovations and techniques with the broadest applicability throughout fields, the second one variation of Data Visualization: rules and Practice presents a streamlined advent to numerous visualization strategies. The booklet illustrates a wide selection of functions of knowledge visualizations, illustrating the diversity of difficulties that may be tackled by means of such equipment, and emphasizes the powerful connections among visualization and similar disciplines corresponding to imaging and special effects. It covers a variety of sub-topics in information visualization: facts illustration; visualization of scalar, vector, tensor, and volumetric information; photo processing and area modeling recommendations; and data visualization.
See What’s New within the moment Edition:
- Additional visualization algorithms and techniques
- New examples of mixed strategies for diffusion tensor imaging (DTI) visualization, illustrative fiber tune rendering, and fiber bundling techniques
- Additional thoughts for point-cloud reconstruction
- Additional complex photograph segmentation algorithms
- Several vital software program platforms and libraries
Algorithmic and software program layout concerns are illustrated all through by way of (pseudo)code fragments written within the C++ programming language. workouts protecting the themes mentioned within the e-book, in addition to datasets and resource code, also are supplied as extra on-line resources.
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Extra resources for Data Visualization: Principles and Practice
How should we represent the surface S to visualize? How many points are there to be drawn? What kind of graphics objects should we use to do the drawing? Essentially, all these questions revolve around the issue of representing continuous data, such as the function f , surface S, and variable domains X and Y , on a computer. Strictly speaking, to draw the graph, we should perform the warping of (x, y, 0) to (x, y, f (x, y)) for all points (x, y) in D. However, a computer algorithm can perform only a ﬁnite number of operations.
CR amb , camb , camb , and similarly for the other factors. Ideally, the rendering equation should be applied at every point of every object surface in a given scene. However, as we shall see in the next section, it might be more practical and/or eﬃcient to evaluate the rendering equation only at a few surface points and use faster methods to compute the illumination of the in-between points. 1 using the height-plot method relied upon our Quad class, which draws a 3D quadrilateral, speciﬁed by its four vertices.
If the fourth value pw is zero, the light is directional with the direction L = (px , py , pz ). If pw is not zero, the light is point-like, its position being given by (px /pw , py /pw , pz /pw ). However attractive, this rendering of the surface approximation has several limitations. Probably the most salient one is the “faceted” surface appearance, due to its approximation by ﬂat-shaded quadrilaterals. 2. When using ﬂat-shaded polygons, removing this visual artifact completely for a height plot of an arbitrary function implies rendering polygons with a size of one pixel.